Curse, Grade 1 (Jujutsu Kaisen Supplement)

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Curse, Grade 1[edit]

Medium undead (cursed spirit), chaotic evil


Armor Class 18
Hit Points 230 (10d20+15)
Speed 40 ft.


STR DEX CON INT WIS CHA
22 (+6) 17 (+3) 20 (+5) 16 (+3) 15 (+2) 20 (+5)

Saving Throws Str +12, Dex +9, Con +11
Damage Vulnerabilities radiant
Damage Resistances poison, bludgeoning, piercing and slashing from non-magical attacks
Condition Immunities poisoned
Senses passive Perception 12
Languages
Challenge 18 (20,000 XP)


Cursed Energy. The curse has 41 cursed energy that it can use to fuel it's abilities. All of it's cursed energy is replenished after a long rest.

Invisible Force. The curse isentirely made out of cursed energy, meaning it cannot be seen by normal people. Creatures without levels in the Jujutsu Sorcerer class or who cannot see into the ethereal plane cannot see it. Although, if these creatures were in a life and death situation(less than half their maximum hit points), they gain the ability to see the curse.

Cursed Energy Recovery. The curse regains 1 cursed energy at the beggining of each of it's turns.

Cursed Strikes. Before making a Fist attack, the curse may spend up to 4 cursed energy to empower it's next strike. This enhancement lasts until it hits a creature with a Fist attack or until a minute passes. On a hit, it deals additional necrotic damage equal to 1d8 per energy spent. It can also use this in response to rolling a natural 20 on an attack roll with a Fist attack, instead of beforehand. It can only use this enhancement again after it has ended.

Double Reaction. The curse can make two reactions per round instead of one.

ACTIONS

Multiattack. The curse makes three attacks: two with its fists and one with its black spittle.

Fist. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 17(2d10+5) bludgeoning damage.

Black Spittle. Ranged Weapon Attack: +10 to hit, range 80 ft., one target. Hit: 16(1d12+5) necrotic damage. Target must succeed on a DC 18 Constitution saving throw or gain the blinded condition till the end of their next turn.

BONUS ACTIONS

Regeneration. The curse can spend up to 11 Cursed Energy, regaining hit points equal to 5 times the amount spent.

REACTIONS

Regeneration. As a reaction to suffering damage, the curse uses it's Regeneration.

Dodge. As a reaction against an enemy's melee attack, the curse can dodge the attack and take half damage.

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